Ultimate Doom (Unity) Inferno UV-Max in 23:11.27
KB/M, PC
Not a time I'm satisfied with, but at least it's one on the board. Let's break it down.
E3M1 is miserable. It's annoying and unfun to deal with. Not enough ammo to deal with the enemies placed in this level, and missed shots are absolutely detrimental. Missing one shotgun shot basically kills your chance of a really good E3M1 unless damage RNG is generous in the pinky hallway or infighting in the main courtyard is favorable.
E3M2 isn't too bad as far as mazes go because it's a tiny level but with the number of lost souls and how cramped each of the finger hallways are, it's a high DPS situation you're in and unless you're lucky you'll die a good amount, usually in the shotgunner section.
E3M3 is where it starts to look good but still can be rough. Going through the level, sometimes enemies will get stuck in the main center room so when you're ready to exit you're missing one enemy and it's a spectre that gets caught in the upper maze or something. Sometimes that doesn't happen, but a lot of the time it will. Just have to do it until it works out for you.
E3M4 is the last super dangerous level, it's rare for enemies to wander around and get stuck or whatever, but there's a few high DPS places on top of it being a berserk map; if it wasn't for the BFG and the amount of cells we have, this map would be a lot worse. Once you get the supercharge you're basically in the clear as far as health is concerned.
E3M5 is okay, clearing the level in a certain way to get everything to congregate in the center courtyard and BFG it all to death. Health can be a bit spicy going into the final corner but once again, supercharge plus a lot of medkits. The real spicy bit is the BFG secret with the teleporting monsters. I guess I've just been lucky that I've never had any monsters get stuck in the teleport room, they've always cooperated with me. I've had more issues with a random cacodemon or imp in the courtyard hiding than a teleporting mishap.
E3M6 is "pray an enemy doesn't get stuck somewhere and hide" the map. Lost a good bit of time trying to find the last few enemies, but luckily still got through it without losing minutes trying to find some random cacodemon somewhere.
E3M9 is very simple. Whereas the first third was extremely reset heavy with its damage and monster unpredictability and the middle third was high monster count with large maps to wade through, the final third is short and simple. I try to kill the cyberdemon in 2 BFG shots by waiting for it to fire at me and firing at a diagonal, switching to rockets after the second shot if it's still alive. With more careful examination I might be able to get away with a third shot but I'll have to just run it more and see.
E3M7 is also pretty simple, only 37 enemies to worry about, most of which are in the beginning. BFG this, rocket that, it's more of a test of route memorization/SR50 jump execution than skillfully killing monsters.
E3M8 is E3M8. I could've taken a faster route and after killing the baron and cacodemon at the top just BFG'd the spider mastermind down and BFG'd the cacodemon but I didn't look at my cell count to see I could do that until after everything was dead.
Don't mind the fact I don't have a Warrens split, I didn't notice until during the run where I split at the end of Limbo and wondered why it said I was done. Looking to bring the time down to a 22 or maybe a 21 and then going to run something that isn't UV-Max because the break would be very nice before attempting an E1-E3 UV-Max.
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